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venthos

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Everything posted by venthos

  1. Stay tuned. My 'unload patient' fix screwed the ability to refuel cars I think. So, 0.2.1 is now out. If you already have 0.2.0, just download this one small zip and overwrite the dayz_code files in your @DayZRedux/Addons with what's inside. http://www.dayzredux.com/download/DayZRedux-0.2.0_0.2.1-hotfix.zip Otherwise the full 0.2.1 is: http://www.dayzredux.com/download/DayZRedux-0.2.1.zip
  2. Alright... and with that. I'm done with the code-fest this week. This was a grind to get some new mechanics out, and I pretty much got almost all of what I set out to do completed. Next week I will probably have a bug-fix only release, but next week is also a company conference for me and I'll be away for at least half the week. So barring any major breakages, 0.2.0 should be for a week or so. I will be playing on the sever all night, because I literally haven't had a chance to play DayZ since Monday as a result of working on this. Come on and join me/kill me ;D
  3. Of all timing, it seems the datacenter where I host the download for this is experiencing some issues. Downloads seem to be pretty darn slow. Hopefully it'll get fixed soon. Alright I think all is well. SERVER BACK UP! Forgot to mention more changes. [ SERVER CHANGE ] Waypoints disabled [ MORE CHANGES ] Added 4 vehicle types. They're rare though! HMMWV_Ambulance (2-seater medical vehicle) GAZ_Vodnik_MedEvac (basically a Ural grade truck that's amphibious) Old_moto_TK_Civ_EP1 (Same as the other bikes, just looks different) VolhaLimo_TK_CIV_EP1 (Same as the GAZ, just looks pretty bad ass)
  4. DayZ Redux v0.2.1 DayZ DIAF (Die in a Fire) has been renamed! To what I randomly named under suspicion of nobody being interested in the mod, it now has a proper name that communicates the intentions/goals of the mod. It's the same mod, just renamed as a result of this patch. Please note that those who had played DayZ DIAF will need to make sure they setup/reference the new mod directory "@DayZRedux" instead of the old "@DayZ_DIAF" http://www.dayzredux...Redux-0.2.1.zip * RELEASE v0.2.1 ( [FIX] Fixed me breaking "refueling" in 0.2.0. Woops! * RELEASE v0.2.0 * [NEW] DayZ Die in a Fire Edition has now gone with a more serious title given people seem to actually like the mod. It is now dubbed "DayZ Redux" in honor of the mod's goals. [NEW] Combat Status icon introduced to indicate combat status. Combat Status text indicator will eventually be removed entirely. [FIX] "Unload patient" action no longer permanently sticks in the action menu (Untested fix. Please confirm) [NEW] Zombies will still spawn even if you're on/in a vehicle. [NEW] Zombie spawn mechanics heavily modified. *MORE DETAILS BELOW* [NEW] Heli Crashes spawn mechanics revamped entirely. *MORE DETAILS BELOW* [FIX] Heli Crash smoke is *actually* removed now (I confirmed it this time :D) [NEW] Reduced amount of possible loot piles per heli crash. (This will be watched closely for loot table and/or loot pile tweaking) [NEW] Ghillie and Camo no longer spawns at Residential. Moved to military/barracks instead (still spawns at heli crash). [NEW] GPS removed from Military spawn, remains at Barracks and Heli crash [NEW] "Assorted" loot piles will have 1 less item per pile. Weapons/etc. are unaffected [NEW] M240/M249 belts no longer spawn outside of with the gun itself. [NEW] M9 SD/ MP5 SD added to Heli Crash. Just like snipers/LMGs, ammo only spawns with the gun itself. [NEW] Loot spawning system moved server-side and spawning algorithm redone. *MORE DETAILS BELOW* [ Zombies Mechanics ] Most folks, when modding DayZ, immediately take to the "Dial the zombie spawning to 11" approach and quickly run into mass lag/desync issues. I've taken a different approach. The avenue taken hopefully will make it SEEM like the towns are much more congested and busy while you're in the town itself, but the actual number of zombies will remain virtually unchanged. Please please report back your assessment of this new mechanic. It is stage one in what I plan to be a two stage process to make zombies matter more and less able to run around town balls out. [ Heli Crash Mechanics ] No longer do heli crashes spawn immediately on server up, allowing those who can login at that time to scoop up the loot. Instead, heli crashes are now completely randomized over the life of the server (as configured by me). Heli crashes are intentionally spawned in such a random fashion that no singular point in time is more advantageous than another to go look for them. You could look for a heli crash and have one spawn at a place you just visited 5 minutes ago. The only way to catch all the heli crashes now is if you scan the entire region 24/7. This should allow more variety of people to find them and no singular person to be able to farm them all unless they dedicate their entire 24 hour day to scanning for them. [ Loot Spawn Mechanics ] Loot spawning is now exclusively handled server-side. No longer do players handle the spawning mechanism. I will *NOT* explain the intricacies of the mechanic to minimize people "gaming" the system. However, loot now spawns 24/7 regardless of players being near a town or not. There are still anti-farm mechanics involved to prevent someone from sitting on a building. "Cycling" loot is significantly less effective than moving on to a new house. Less frequently looted locations have a higher chance of containing more loot. In other words, it is more effective to "loot a town" and move on to another town than it is to stay in town and try and farm respawns. Please note due to the nature of loot being completely redone, it may be too rare or too frequently spawning. Only so much testing can be done alone on a test box and checking only a few towns over the course of 30-60 minutes. PLEASE REPORT BACK ANY FEEDBACK. --- SERVER COMING DOWN IN 5 MINUTES (8:30pm CDT) FOR UPDATE TO THIS PATCH
  5. Two runs of a slightly tweaked limits of the base Bliss private server vehicle spawn script a few days apart. Nothing too special. Redoing the vehicle spawn script is on my list of things to do so I can make sure the types of vehicles I want with the limits I want are spawned. It's highly unlikely that the chloroform itself contributed to this given the nature of how the mechanic works. It's far more likely to be related to logging in/out. I know in vanilla DayZ there's a bug that lets you dupe in that exact fashion, and I'm not sure I've fully addressed that in this mod. I'll need to be able to reliably repeat it. If you get more information, please let me know. ---- In other news, I am up far too late but I've made progress on the next patch. One of the big mechanics I wanted to adjust is working how I had hoped. The other is almost there and just needs some tweaking. These mechanics are not *exactly* where I want them finalized, but they're a step in the right direction and should at least provide a baseline for tweaking. Expect the patch this evening (10/6) barring something going quite wrong.
  6. This is why I don't like talking so freely in this thread about my plans. You guys build up expectations for me to let down :P
  7. Ehhhh. I'm not really sure this is something I plan on doing. At least, not until I feel it has some merit in the context of the goal of my mod. That's starting to get way too sandboxy and "let's see what we can pack into DayZ with this industrial baler". There's few things I'll say "never" to, so I wouldn't write this off as a "never" thing. But, maybe it just needs a lot of brainstorming to come up with something that makes sense for it. I don't really subscribe to the concept of seeing how fast I can CTRL+C/CTRL+V objects from ArmA2 into DayZ.
  8. I believe that's the intended behavior even in vanilla DayZ. It will be at least that way for this mod. No, they still spawn in residential as well just like Vanilla. But, I agree. They will be gone from Residential soon. Are you sure? The grass makes loot very hard to see, and loot can spawn literally underneath the helicopter and require you to go prone/wiggle like crazy to even get a chance at looting it. Even when I'm testing on my dev instance I sometimes can't find all the loot piles unless I spend a long time looking. There are 3 to 7 loot piles per heli crash as it stands. Keep in mind "loot pile" can indeed be medical supplies, an ammo box, military supplies, etc. Not always 3-7 guns/tools. The new heli spawn mechanics in the next patch will make heli loot even more precious, but there have and will always be guaranteed spawns at heli crashes. I've yet to find a backpack myself larger than a Czech. A friend or two has been lucky enough to find an ALICE. But, yes, this is completely intentional. Big bags make a big difference in survival and the ability to carry arms. Notice how much of a wrench it throws into everything without that big pack? Even repairing a vehicle becomes a bitch and a half without a big bag. I LOVE that it's no longer "get your free 20 slot, then whine about the not getting "the best bag" that's only 4 more slots". I hated that about vanilla DayZ. But yes, very intentional . You don't NEED a big bag to survive. But it makes a difference and you'll fight to keep it. Stats of living survivors: 8 - Coyote (24) 12 - ALICE (20) 8 - Czech (16) 30 - Assault (12) 19 - Patrol (8) 7 - Pouch (6) Those are great numbers and pretty much what I was looking for. An assault pack is all you really need to have some breathing room. You only really need Czech/ALICE if you're wanting to start storing a second rifle, which is exactly why they're accordingly rare. EDIT: A tip on the 6, 8, and 12 slot packs, get the basics and head to the lesser frequented supermarkets. Basically, any supermarket other than Elektro/Cherno. For the 16+ slotters, they only come from military grade spawns. Deer stands, army tents, air fields, etc. Make it a habit of running to all the deer stands you can on your way to your next location.
  9. Allie: While it may not exactly seem like it to you, those stories are awesome. That's some of the stuff I wanted to generate with these changes. You aren't posting "Well, I tried to gear in cherno/elektro and got sniped." You had actual stories to tell about encounters with other players. You even said "legit gun fight" for one. That's exactly the sense I'm trying to get going here. More "story worthy" encounters that you feel you had a say in vs. click-death. As said before, I don't want snipers gone. I just want them rare enough that people are more tactical with them rather than watching TV with their legs up waiting to click 20 times at the elektro fire station. Sniper rifles are important to the game and are extremely fun. But I think it's worth the tradeoff to get some more "stories" out of DayZ vs. click-deaths. wolf: I'm trying to get out the next patch so I don't have time to fully respond to your post yet. But I'm not sure I'd go for full realism. But I am trying to make things "matter" more, universally. Whenever I get this next patch out, two major mechanics to the game should at least have a good basis implemented that I can tweak from there that will make things "matter" a bit more than vanilla DayZ.
  10. Sounds good. No reason to instantiate an artificial lifespan on them, then. You would be the perfect persion to ask, though, about how you feel about the fact that bicycles no longer "auto repair" when you get out/in like they did in vanilla DayZ. I was thinking this might be a good entry point for the Toolbox to be useful again. If you have a toolbox, then you can get up next to it and repair it to full. It just would involve the "repair" animation/delay so you aren't just insta-repairing it by quickly hopping off/on. This would only apply to the Bicycle (and then I'd find other uses for the toolbox as well)
  11. As it stands I make sure that there are always 10 bicycles up on the map when I run the vehicle spawner (currently manually run at my discretion. Will be automated later). How many were you thinking of wanting? Bicycles are one of the vehicles that I have the least problems adding lots of because of how they're purely a 1-man transportation. I think one of the problems with bicycles is that people use them to get from the coast to the inner parts of cherno and just leave them to rust the second the find a car/truck. The bicycle ends up sitting in some random area for a long time with no rider (because most people that far in have a car/truck already). How about making it so that no individual bicycle is allowed to exist for more than 7 days? After 7 days, it is destroyed and respawned fresh at a random spawn point. Or, if it goes for 24 hours without being touched? I guess I don't know how many people actually want/care about using a bicycle as part of their day-to-day once they've found a car/truck.
  12. In vanilla DayZ, weapons spawn with 0 to 3 magazines (and it pissed me off whenever a gun spawned with no ammo). In DayZ DIAF, ALL weapons will spawn with 1 to 3 magazines. So if you find a weapon, it will have always spawned with 1, 2, or 3 mags. If it lacks any mags, someone took'em. I wouldn't put it past that it was the guy who was posting yesterday about how he was going to probably farm heli crashes for M24 ammo ;) I plan for next patch to include that randomization for heli crashes so it will no longer be a case of "Server restart?! Everyone run for the crashes!" If everything goes amazingly well, I may have the patch tonight. But redoing the loot spawn mechanic from the ground up is turning out take more time than I had thought. In the meantime, how about you guys post your wish list for new vehicle types? Keep in mind that I do not plan on adding any such vehicle that has a mounted weapon. I've got a few in the plans, but interested to see what you guys are hoping for.
  13. Since no matter what happens to result in a combat log you're leaving a body with gear, I would simply teleport your new spawn to your last suvivor's death coords. If it were in fact an undeserved combat log, chances are your body will still be there and you can just loot everything off of it and get right back to it. It'd be important to contact me before scheduled restart, then, as otherwise I can't tell if someone looted your body. Reimbursing gear that way could foster situations where a guy intentionally combat logs, has his friend grab the stuff/load it in their vehicle, and then he asks for a reset back to his normal gear.
  14. I, too, hope it becomes more popular. Once the server is consistently around 30-35 people at prime time I will open an EU server. That should balance the population out a bit and hopefully it will continue to grow. I'll look into the skin thing. This goes for everyone, but keep in mind I am reachable via PM and email. I've already restored one guy who was combat log killed despite that he didn't intentionally combat log. I have no problems doing this as long as I feel it's not being abused. The person in question was calm, reasonable, coherent, and had a history of being helpful to the mod (he had communicated two bugs to me which I have since fixed). It didn't seem likely that he would be trying to social engineer his body back when he had helped report bugs. This isn't a guarantee I'll restore everyone who gets a combat log death, but that's be benefit of a private hive in that I am able to mitigate some problems. Maybe I'll give the clone method a try next patch, maybe I'll leave things the way they are and continue to listen and see if there's just too many people who get the occasional system lockup/connection burp that results in their death. I really prefer the current mechanic, but as you say it becomes self-defeating if it's going to kill legit survivors anything beyond a rarity -- as no one will want to play the mod.
  15. Bear with me. What about this. I keep the current system. But, instead of the penalty being a standard death, the penalty changes into: - All of your gear is wiped from your character - Your blood is set to 5000 (unless it's already below that) - You are set to login unconscious for some period of time The difference from the current mechanic is that, since a geared body would still drop, upon logging back in you would be right next to your body. This way if you didn't mean to combat log, you'd at least be right next to your body and would only suffer from [1] low blood [2] being unconscious [3] Losing your ghillie/camp if you had one on (since you can't loot those) This starts to encroach on people considering the penalty, though, and going "Yeah if I ALT-F4 I lose my gear, but I'll still be up at NWAF when I log back in later! Plus, maybe my attacker won't have hidden my body and didn't take much!" and then ALT-F4 seemingly starts becoming an acceptable penalty. Eh, maybe the clone would be better than that idea just because they'd get sent back to the coast if their attacker kills their clone.
  16. Thank you for posting this. I need to hear feedback like this to know if the mechanic is working or falling short of its intentions. While I expect there will be the occasional situation where someone gets 'combat log' killed despite that they didn't intend to combat log, if this is an even somewhat frequent issue then the mechanic simply won't work in its current form. If I receive much more of these types of posts, the mechanic simply will need to change. I've considered a hybrid of the clone feature. The "Combat" system would still exist, thereby only if you "combat log" would a clone generate. A clone wouldn't generate 100% of the time like on other private hives. That's my "backup plan" if this mechanic turns out to simply be too aggressive.
  17. Zombie logic/code is presently unchanged from Vanilla as it stands. I think zombies are too easily negated as it stands. in my opinion. I don't want this to be some PvE focused mod, but the present logic allows you to run away 150-200m from wherever zombies last spawned and have up to 5 minutes of "me time" before a single zombie will even show its face (if you're the only one in the area, at least).
  18. Spuddy: Yeah yeah... hehe. I'm aware. I addressed the issue in the wrong section. Next patch will fix it, although if you read the heli crash logic change potential I'm thinking of, I may leave it in after all. KaptKrunKed: I'm relatively new to DayZ, to the tune of two months or so. How were zombies before? But if you're looking for zombies to be less of a hassle, you may not like next patch :D
  19. I am looking into the mag refill exploit, but from what I understand this is not something I will be able to fix due to engine limitations. If anything, it would have to be some roundabout backwards way of trying to simulate some desperately needed engine functionality which would be buggy at best. In non-Beta ARMA2:OA, magazines have no concept of ammo count "saved" to them. In one of the beta client releases (I believe because of DayZ) they made it possible to store ammo counts in magazines... but only in inventory. Containers still have no concept of ammo counts for mags. There's no way for me to store that value and retrieve it for adding back in on server restart. Basically, see how this function has the ability to pass "ammocount" to it: http://community.bis...dMagazine_array The count here is just "number of mags", it would need to also allow "ammocount in the mag" http://community.bis...zineCargoGlobal Until/if this happens, I can't do anything about that exploit. This is just one of the many bugs that cannot be addressed until Standalone, which means I cannot address it in my mod. As for the latter issue, let me know if it happens again. If your client crashed mid-transfer like that then the behavior you mentioned definitely would've occurred and it can't really be helped as to avoid abuse. It's just a matter of determining if the code is crashing you or if it was coincidental. Had you normally logged out, you would've been fine. So, identifying if the crash was the fault of the mod is the key. PM me with what you lost and when it happened.
  20. Helis won't be removed, ever. I love them. They should always represent an advantage as well. I just need to find a way to make it so those with a heli don't "rule the map" and negate any other squad's ability to protect their goods. If I could find a solution for that, I would add more MH-6Js into the map just because I love helis so much and think squads using them for transport is pretty cool. I'm on the fence about making helis transport-only and replacing the Huey with a medivac UH-60 for just that reason.
  21. The goal would indeed be to have the crashes be as random as possible while assuring only a maximum defined number of them spawn over a fixed time period. The goal being that anyone at any time could potentially happen upon a crash site. Not "oh, the server's been up for 2 hours. I bet all the good stuff is taken. No reason to bother". This means if people want to farm them they consistently have to be scanning a 8km x 8km grid, and the area they just passed by could potentially spawn a crash just after they leave. I want it to always be a viable thing to say "let's go check for crashes". I imagine this might make that area of Cherno a bit more risky PvP wise as well. Leaving the crash smoke in doesn't seem like such a bad idea if I go this route. Decisions, decision. You guys are making me think up of new mechanics/features which I'm then posting about here and potentially getting people excited about, yet I only have so much time week-to-week :P I mean, hell, I set out yesterday to work on a particular mechanic and ended up side-tracking myself to work on a different one. I really want to get this one particular mechanic completed for the weekend and also pack in a few more "fun" goodies. I'd be happy with that for a patch release. I really need to get some sort of dev tracker site going so I don't forget some of these things we're discussing. You guys mentioned donations earlier. I'm not doing this to get anything out of it other than having a blast playing DayZ. What I really want is a busier server. Right now there are 4 people on. There were about 20 on this time yesterday. If there's no interest in the mod, there's no reason for me to continue work on it. If you guys like it and you guys play it, then I have no problems footing the server bill for 1 or 2 servers. If we cap out 2 servers of people, then we'll talk about funding for more or bringing on board trustworthy server admins who have their own server and want to host the mod. But we're not in any danger of that just yet. I need to see how things play out first, especially once I change helicrash spawn behavior. If M24 ammo is so rare that nobody is even carrying the rifles and they're just sitting in tents without ammo, then that would justify increasing the rate of M24 ammo into the ecosystem. If even a tiny fraction of people seem to be finding and using the M24, then I'd be pleased with that.
  22. It's designed to make you do exactly what you're doing. If you *really* want to use the M24 consistently, you're going to have to spend all of your time trying to find M24s at heli crashes. Potentially, you may only get a single mag when you find another M24. The M24 isn't intended to be a 'primary' weapon in this mod, but something you have in your pack and take out when the situation requires it (per your own discretion). Heli Crash logic will not stay the same in the future. It won't be "server restarted, everyone go for it!". Heli crashes will not be up on server restart and will randomly spawn throughout the server's life. I am also going to reduce them. I'm thinking 3 of them. For example, it may be like this.. *Server Restart* 2 hours in, 1 heli crash randomly spawns with loot (and loot will never respawn at it) 3 hours in, another 1 heli crash spawns on the map 9 hours in, another 1 heli crash spawns on the map 12 hours in, *Server restart*. Rinse repeat with again totally random timing. So if you are going to scour the map 24/7 for M24s, then you fully deserve whatever M24 ammo and other spoils that you find. I have no problems if you snipe the hell out everyone and they complain about "that damn sniper' if you're having to invest that level of effort in accruing ammo. That's the design. I don't aim to remove sniping, I just aim to make it something that is a specialized role and not something people spray off rounds like it's makarov ammo (like it is in vanilla DayZ).
  23. I'm undecided on this. Looks like 4x in tents/vehicles, 12x on survivors. With me planning to remove waypoints in short order, I don't want the GPS to be quite as rare as NVG/RF. But, yeah, I don't want it common either. GPS is the only tool of NVG/RF/GPS that has a chance to spawn at regular military loot piles (it's the same way in vanilla DayZ). Perhaps just removing that alone may be sufficient, making it barracks/heli crash only. It's presently set to restart every 12 hours. Noon and Midnight game time. It will be adjusted as needed to maintain performance. I just hate restarting it more than needed and having anyone with a heli able to farm the best loot in the game in short order.
  24. I should clarify that I don't think an M4A1 CCO is as "pants shitting" worthy as the other guns there and what not. The ratio I'm seeing is about right (M4A1 CCO and M4A3 CCO being more common than the others listed). But I just hated how everyone in Vanilla DayZ is able to get any gun they want in not too long of a time period. Everyone has NVG as well meaning you are at a severe disadvantage if you were without them. With this mod, I want that crap to be rare. I *want* you to get attached to your loot so that you act smart in towns/traveling and don't act reckless because "Who cares I have 5 more in my tent anyway". I want you to form loathing hatred for other survivors and start squad wars because they took your NVGoogles ;) I want it to be more lucrative to go after the guy who took your stuff than to just go farm it again. I really think something that will help DayZ Mod is making being "geared" something that is notably difficult to achieve. Significantly more so than it is in vanilla DayZ at least. To me, that pushes "End Game" further down the ladder. It's no longer "Get Geared -> Kill Everyone/farm the coast newspawns". It's "Try and get geared -> Someone kills you/raids your camp -> you seek revenge on those people". This fits in line with my desire to still let people play however they want to play, but make it more enticing to play in a way that I feel is probably more fun for everyone (which usually means very frustrating and difficult). I won't treat it lightly, but I have no qualms with modifying/removing existing loot on survivors/tents/vehicles if something gets out of control. I'm very happy with the 3x NVGoggles per 105 survivors. It's a statistic like that which makes me hope more people will be playing at night.
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